You just got unlucky is all. The appearance of that little girl in her weird outfit surprised you. And now she’s dead. Doesn’t really matter how. Maybe you slipped with a knife in your hand, maybe you couldn’t jam on the brakes in time, maybe you dropped something heavy on her, maybe that gun you were cleaning went off. Either way, she’s dead now. Little girl breathed her last right in front of you. Now something unnatural appears. A bizarre mashup of stuffed animal, marshmallow and living creature.

It gives you a handful of coins. You have just enough time to register the ancient disks as a gold coin, three silver coins and four bronze coins before your body begins to twist and change, and the last thing you hear before you lose all you senses entirely is the thing giving you some advice.

“Best if you spend these now, they won’t have as much of an effect later, chuu.”

Some perks may act differently in this that stated in the generated pdf, as small adjustments will be made to make it forum game friendly. You may change characters after posting them. (spending coins differently)

Character rules: (old)

Strength improved damage dealt with weapons, even ranged, as well as generally being able to lift more or perform greater feats of strength.Agility helps to improve accuracy with all weapons and most skills, as well as critical rate and dodge rate.Vitality increases your maximum health, and grants you some damage reduction. Slightly increases regeneration rate.Magic increases the power of your magical attacks. You can perform any type of magic you want, but it might fizzle if you don't have enough Magic to back it up. Increases maximum mana pool, and slightly increases regeneration rate.

Turn order:Ranged > Mystic > Melee > Fists > Misc?

Powers:-Killing Blow: 10x damage, unable to take action the next turn, and cannot dodge attacks until you recover. Has a ten turn cooldown, scales with your highest stat. Name your attack.-Hammerspace: Unlimited storage space. Can store yourself in Hammerspace to escape danger.-Familiar: Roll 1d20 on the body table. Underdeveloped familiars gets no physical stats, but get mystical stats equal to your own. Average gets stats equal to half of your physical and magical. If your familiar gets Overdeveloped, it gets physical stats equal to yours, but none of your mystical stats. Having none of a stat is treated as having a 1.Focused Assault: You get to act twice, and any attack you make is guaranteed to hit. Has a two turn cooldown.-Barrage: You deal half damage to every enemy. Has a two turn cooldown.-Power of Friendship: Things just go your way. Functions similarly to Fated in that it's much harder for you to die, like having some sort of weird plot armor. It's almost as if you're the main protagonist. +1 Luck. People want to be your friend.-Duplication: Your duplicates share your physical stats. They share your damage reduction, but disappear upon taking any amount of damage that bypasses it.-Third Eye: Illusions have no effect, allowing you to, for example, see monster girls for what they truly are. You get all the juicy details on magic.-Regeneration: 4x health and mana regeneration rates.-Tentacles: They appear out of walls and surfaces and squirm around to do your vile bidding.

Perk elaboration:Many perks grant small stat bonuses in addition to some flavor text describing those additions. That flavor text will be taken into consideration and be important. (like Gifted or Enhanced Weapon)Here are some perks that might need clarification or slight modification,Blood magic lets you directly translate health into mana.Awareness lets you always act first in combat.You may generate your Interdimensional Tourist.

If you have any questions on specific mechanics, ask them.Detailed combat rules will follow soon.

This game will work a bit differently from other RtDs. You will post an action, and I will roll, but it doesn't end there. You will be the one describe what occurred to your character based on what you rolled.It is in this way you can exhibit narrative control over your character. You get to decide what happens to them, within the boundaries provided.

For example if an attack lands and damages you, you get to determine how that attack happened and how your character responds, such as rolling away from the attack to duck behind an alley to try and escape. Based on how you roll, you may be able to add in details to the story, such as there being a convenient piece of cover nearby to protect you from ranged or magical attacks.Once that is finished, I will write the narrative for NPC characters, and combine all the descriptions into a complete story describing the last roll.

Let's delve into the basics of how this works, from the time you post the action, to when you post your story.

Each stat provides a certain number of six sided dice. The number of dice each stat has can be found by dividing the stat by 3, and rounding down.

Stat Value

Number of Dice

1-2

0

3-5

1

6-8

2

9-11

3

12-14

4

15-17

5

18-20

6

22-23

7

24-26

8

So, for example, a character might have these stat values, along with these dice values:

STR: 10 (3)AGI: 6 (2)VIT: 12 (4)MAG: 19 (6)LCK: 7 (2)

These dice values are used to help you accomplish actions. You can assign up to two of your stats to an action, and they determine how many dice you can roll. Using two stats to accomplish an action lets you add their dice values together.

When rolling, add up the total number of dice you have and roll them as six sided dice. If you get a matching pair the action succeeds, so long as there is no resistance.

If the target of your action resists in some way, such as being an enemy, or something like a very sturdy locked door, then it gets to roll dice in response.Its matching pairs and compared against yours, your highest vs their highest, their second highest against yours, and so on, with the highest pair defeating the other. The person with the highest pair wins.Pairs besides your highest that remain can be used to extend your narrative control beyond your character, and add a detail to the current scene or area to help you.

Let's say a character with the stats listed above tries to break down a sturdy locked door, using their MAG and VIT dice count, to get to some treasure on the other side.

6 (19 MAG) + 4 (12 VIT) = 10, so this character gets to roll 10 six sided dice.Let's say the door is pretty tough, and resists with 8 six sided dice.

Character: 1, 1, 2, 2, 3, 3, 3, 4, 4, 6This is a pretty poor roll. The 6 doesn't have another 6 to match with, so it gets discarded. What we end up with is:2x1, 2x2, 3x3, 2x4 (AMOUNTxVALUE)

Door: 1, 1, 2, 4, 5, 5, 6, 6This is a slightly better roll. The 2 and 4 get discarded, but the door ends up with some pretty high pairs:2x1, 2x5, 2x6

Then we compare their highest pairs (by amount and then value) to decide whose action gets to go through.

3x3 vs 2x62x4 vs 2x52x2 vs 2x12x1

The 3x3 loses in a sense to the 2x6 because it has a lower value, but wins because it has a higher amount. It's a little complicated, but how this works is that the 3x3 loses amount equal to 2x6's amount, and the 2x6 is destroyed. This means 1x3 remains.The 2x4 vs the 2x5 is another loss, but it's a bit more straightforward this time. The 2x4 loses completely, and is destroyed, leaving only the 2x5.The 2x1 has a lower value than 2x2, and is defeated! One of the character's rolls finally makes it through.The 2x1 goes through, not having any pair to be compared against.

The result is:

Character: 2x2, 2x1, 1x3Door: 2x5

The door has the highest amount/value pair, so it is able to overcome the character's action.

However, the character still has some pairs up her sleeve! She is able to spend these pairs to change the scene in her favor, giving her and her allies a better chance to succeed on their next action.

Each remaining pair is able to provide a bonus to a character's action equal to the pair's amount - 1. This bonus is added to every roll on that character's next turn, increasing the total value of all of their pairs. (increasing the chances they they will compare to their targets favorably)For example a leftover two of a kind would provide a +1 bonus to next turn's rolls, while a three of a kind would provide a +2 bonus. (A one of a kind, usually left over from comparisons, can still be used to add details to the scene if you like.)This bonus can be provided to any friendly character, but a character can only benefit from one of these bonuses at a time. If a character is given multiple of these bonuses, only the highest applies, and the rest are discarded.The character gets to describe how these bonuses apply if they so choose, adding in parts to the scene or narrative that otherwise wouldn't have been there. (Limited by GM discretion)

An example description for this outcome might be:

Quote:

Character throws a fireball at the door to weaken it, and goes in for a shoulder slam to break it down for good. The door resists Character's attacks, but splinters slightly after being slammed into. Character smirks and gives the Hatsune Miku poster (1x3) next to the door a thumbs up. "Next time should do the trick!" and gets ready to do the same thing once more. (2x2, +1) Her friend, Sassy McSidequest, should have her back once she breaks through to the other side. (2x1, +1)

When rolls are done between two characters, stats that aren't used for actions are used to resist incoming actions

Zodiacs and fate cards:

Every Zodiac has allies and enemies. When knowingly performing an action that would benefit an ally, or harm an enemy, you gain a +1 bonus to all of your rolls, increasing their value. This bonus is inverted to -1 when harming an ally, or helping an enemy. These bonuses function differently other bonuses in some ways, in that they apply before them, and will not increase a roll above 6 (actually causing both 5s and 6s to count as 6, increasing match odds)The Zodiacs also have descriptions for common traits of that Zodiac - these are simple guidelines to help you flesh out your character, and it is up to you whether you follow them.

Your fate card determines what will happen to your character over the course of this game. Because of this, it is intentionally vague and open to interpretation.If you perform an action or describe the outcome of your action or add in a detail in a way that ties into your fate, you get to roll an additional bonus die on your next turn's action. This bonus may be extended or increased based on the severity.If a large, often tragic event occurs involving your fate (within GM discretion) you may be given an amount of stat points to distribute as you wish. (typically 1-3)

Stats, coins, and damage:

Each stat has an additional benefit besides providing dice for actions:

STR: All actions made with STR have +2 value to their rolls.AGI: When any roll is made with AGI, it contributes a special number of dice. Instead of dividing by 3 and rounding down, you divide your AGI stat by 2, and round down. That's how many dice you get to roll with AGI. This only applies to rolling - if a rule says to look up your stat on the table, use the same table as every other stat.VIT: You have maximum health equal to 6 + VITx2. You can ignore the first few points of damage you take each turn for every VIT die you receive, as if you had a shield that regenerated each round and broke after a certain amount of damage. You also regain 0.5 points of health each turn for every VIT die you receive. VIT always contributes dice to defense, even if used as part of an action.MAG: You have maximum mana equal to 6 + MAG. Mana can be used to empower your actions by increasing the number of dice you roll. You roll 1 additional die for every 3 mana you spend, but you have to use MAG as part of that action. You regain 1 point of missing mana at the start of each turn for every MAG die you receive.LCK: Luck isn't so easily commanded, even by magical girls. When an action involves rolling LCK, you instead roll 1d10s. It's harder to make pairs, but the amount of each pair you do get is always increased by 1. (two of a kind becomes three of a kind, three to four, etc.) Luck behaves like a normal stat when used defensively. (not as one of the up to two stats used as part of your action)

During character creation, coins were powerful and allowed you to alter your character drastically. However, they only have this much power during your transformation into a magical girl. They still find use, though.Coins found during the game can be used to restore mana, even increasing your current mana beyond its maximum, or sometimes providing other effects. Using a coin in this way destroys the coin. Alternatively, they can also be used as a currency with other creatures that use mana. (like creatures in the overcity)

Bronzes restore 1 mana.Silvers restore 10 mana, but can also be used to create a spell that will cast under certain chosen conditions, making it an object that can take an action. Using a silver in this way uses your twice your MAG stat for its action. It must use your magic type.Golds restore 100 mana, and can be used the same way as silvers, with a few other benefits. Multiple people can put magic into a gold coin, rather than just one, and mix their magic types to create special combinations of magic. Any magic stored and casted through a gold coin uses six times the average MAG of each user. Most importantly, gold coins can also be used to increase a stat of a character by two points.

Mana is not a direct exchange rate, as the special features of each coin compounds their value further than just 20x per tier.A gold coin could be even be valued to be worth 100 silvers, and a silver 100 times as valuable as a bronze.

Damage and margin of success:

The damage you take from an attack is equal to the attacker's highest pair multiplied out.

2x6 means 12 damage.3x5 means 15 damage.(etc)

Again, the pair that deals damage (and is used up for damage) is based on the one with the highest multiplied value. So if you have these two pairs:5x22x6You will use the 2x6 for damage, since while it has a lower amount, its multiplied value of 12 is higher than 5x2's value of 10.

If there are pairs with equal value, such as:2x63x44x36x2Then the pair with the lowest amount (2x6) will be used for damage. (this is because the pairs with higher amounts are otherwise more valuable, being able to be used to grant larger bonuses to the next roll)

Classes, abilities, powers, perks:

They will be determined when needed, as there are a lot to go through, and I've already spent a long time typing this out.

There will be five players.

Players: (5/5)TorrentHKUCaveCricket48Amazighdragonxpcaekdaemon

Author:

TorrentHKU [ Mon Sep 21, 2015 5:34 pm ]

Post subject:

Re: Magical Girl, Monster Hunter

Okay well I guess we're doing this. Will post my char later, it's a fire melee girl. Also MLC I have like 4 companions, how is that gonna work?

One day, normal youthful schoolgirl Kotori Itsuka is heading home from school. It's decently late at night, she stayed extra late working on the upcoming school festival, so she's the only one around as she walks out the front door of the school. She makes it about 4 steps away from the school before she hears a scream.

The scream comes to a sudden halt as out of the blue, a girl with very long bright purple hair and dressed in another school's uniform falls from the school roof, landing on the concrete in front of Kotori with a wet crack. Kotori is understandably distressed, and immediately falls backwards, going pale and trembling violently. She's normally a decently strong girl, but she also normally doesn't see girls commit suicide from the roof.

??? 1: "Oh, ♥♥♥♥. Well so much for that. Sorry Puchuu, she had a head start and I didn't have my wings out."??? 2: Pupupu. Well so much for that. My brother's going to be a bit mad about this I suppose.??? 3: "Eh, she was a washout. It happens. Lasted, what, 2 weeks? MG life is stressful, can't expect everyone to- ♥♥♥♥."??? 1: "What?"??? 3: "There's a girl down there. Right in front of Junko's body. She saw. And probably heard us, with how loud we're being."??? 2: Hmmm. This could be an excellent opportunity.

With a shimmer of shadow, a small black furry creature, like a cross between a persian cat and shiba inu, appears in front of Kotori. She gives a small squeak of fear and tries to scoot backwards a bit.

??? 2: Hello. I'm Puchuu. How would you like to be a magical girl?

*2 Months Later*Kotori stops in the hall, a flyer having caught her eye. Magical Girl Club? What?...No, no it couldn't be. Leafa and Esdess would've said something before trying something THIS crazy. Probably.She decides to check it out. Couldn't hurt to look, and maybe she'll end up finding some other MGs! Ha, as if. Not like the whole club is gonna be Magical Girls or something like that.

Every day began as it ended, in a white cubicle with only a bed and a toilet.52 never liked what happened when she left the room, it was all she knew, so she accepted it.One day she was blindfolded and taken away, she didn't know where to, but the journey was long, and uncomfortable.After arriving she was in a different room, not that she could tell, she just thought it had been any other day, and went to sleep as normal.But from then onwards she found herself free from her regular arduous routine, and instead spent the days being taught japanese, it would have been an improvement, but the punishments when she pronounced something wrong made it almost worse than before.

Time passed and little changed, but then she was moved again, the journey wasn't anywhere near as long, but there was one difference, her new room had a frosted glass window.52 spent the whole night with her face pressed against it, the blurred images and faint smells of the outside world leaking through the cracks drove her imagination wild.When morning came and she heard Them coming for her she made a choice, put her training to use, and leapt through the window.The sights and smells overwhelmed her senses and she spent a moment in awe of it all before realising she was very high up, at this 52 Panicked, she knew she was free from her room, but knew she would die when she landed.Just as the ground was approaching there was a flash of light, and she landed on something a lot softer than the ground should have been.After taking a moment to recover from the impact she looked down and saw a girl in the most ridiculously poofy and frilly clothing lying there, neck bent at an odd angle, the glassy look on her eyes reminded of how the others had looked, after they failed in training, and she immediately knew that this girl wouldn't be getting up again, only then did she notice the similarity between this girl and herself, hair and eyes being an almost perfect match, at which point her training kicked in.52 realised that They would be want her back, and that she didn't want to go back, the outside was so new and exciting. This girl would be the perfect decoy, after a brief struggle the girl was wearing 52's gown, and parts of the thing the girl was wearing were draped over 52.

If you feel like it, please also include how you killed the last magical girl, and maybe a bit about what you did next. This is optional, and I might just make up details as I need them if you don't post them.

Combat system will be based off of this. There will probably be a few modifications, but this is the foundation I'll be using.

Author:

dragonxp [ Wed Sep 23, 2015 7:23 am ]

Post subject:

Re: Magical Girl, Monster Hunter

Fros was on her way to class, the teacher had requested she bring scissors. Unfortunately running was second nature for Fros. You know what they say about running with scissors after all. Despite that she ran towards her next class. In a split instant however a small girl comes out of a hallway which surprises Fros. Fros stumbles forward and trips. "Wha- ?!" the girl exclaimed right before the scissors pierced straight into the girl's chest. Fros looks up and sees the scissor and the girl. They looked at each other dumbfounded before the girl collapses on the floor. Fros is in shock, right before her eyes something unnatural appears. A bizarre mashup of stuffed animal, marshmallow and living creature. “Puchuu - she’s dead now. I guess I’ll need a replacement. Seeing as it’s your fault she’s dead. You owe me. So you work for me now.“.

The first thing that Fros realizes when she awakes is that she's no longer in the school hallway, rather she seems to be in a closet somewhere. Fros pushes the closet door open. The door now ajar, Fros can see her surroundings. The gym storage room. Fros ponders her predicament before immediately recalling the events that just transpired. The Girl. Fros rushes out towards the hallway she was just at. There didn't seem to be anything out of the ordinary. "Did anything happen recently?", Fros basically shouts to the first student to pass by. "I don't think so...?" The student backs away a little bit at the sudden question. "Do you go to this school?" The student suddenly asks. Fros looks back at her peer. She recognizes her as one of her homeroom classmates. "You don't remember me? Fros from class 1-4?" The girl stops to think for a moment "I don't recall there being a Fros being called for attendance this morning. Well good afternoon anyway!" The girl walks away. Perhaps she just forgot. Fros thinks to herself.

Some time later Fros returns home and walks through the front door to tell her parents that she is home. But no one answers. Instead Fros finds that there's a news article on the worm fridge. "Local Girl Missing" the headline reads. Upon closer inspection Fros realizes that the girl on the cover is ... herself but from a younger age. She reads the date: September 11 2008. Fros looks at the article in disbelief. She looks around a little bit longer before breaking down and quietly sobbing. A few hours pass and Fros recovers her composure. I guess... I guess that this must be some other world. Fros gets up and in doing so sees the thermostat with a passing glance. -10 Degrees. That's surprisingly cold. Looking around it seems as if the whole kitchen is now shrouded in frost. But I don't feel cold. There must be a reason. Touching the frosted surfaces they feel oddly familiar and warm. The frost moves as if controlled by her. This is my life now. Fros leaves the house.

A few years past and I have no idea what to write anymore so something something discovery of power and hub and puchuu and stuff.

TLDR I can't write creatively so it was probably a good idea to not read that whole thing. Basically, running with scissors, grill dies, gets powers, explain closure, few years, power discovery and stuff.

Sprinting down the sidewalk at full-speed, Rana quickly pulls out her clamshell phone to check the time.

"AAaaaahhh this is the fifth time already! How do they expect me to get up so early when I'm only in third grade!?"

Glancing down to shove her phone back into her pocket, she doesn't see that the sidewalk has abruptly come to an end, ramming into a girl standing there with a thud.

"Ooomph!"

The girl on the receiving end of the collision gets shove onto the road, pulling into a duck and roll before standing back up.

"Aaah, sorry about that. I was in a hurry and-"

"Don't worry about it, I'm tougher than I loo-"

A blur of motion and a deafeningly loud crash, followed by the sound of screeching tires down the road. A red smear paints the asphalt for several yards before ending in a pile of minced meat under a smoking motor vehicle.

“Puchuu - she’s dead now."

A white cat-like rabbit-like animal with small, round pink eyes seems to appear out of no where, walking up to Rana before stopping a foot away from her to lick its paw.

"Seeing as it’s your fault she’s dead, you owe me. So you work for me now."

"Aaahh..."

Author:

caekdaemon [ Thu Sep 24, 2015 11:15 pm ]

Post subject:

Re: Magical Girl, Monster Hunter

I'm insane enough I might just very well give this a go.

Give me a bit to think about it :p

Author:

TorrentHKU [ Thu Sep 24, 2015 11:24 pm ]

Post subject:

Re: Magical Girl, Monster Hunter

DOIT.

Author:

CrazyMLC [ Tue Sep 29, 2015 4:34 am ]

Post subject:

Re: Magical Girl, Monster Hunter

Fate cards and zodiacs have been sent. (keep your fate cards secret)Caek and any others are free to fill up the last slot, and they will be initiated as well, but for now let's start.

This game will work a bit differently from other RtDs. You will post an action, and I will roll, but it doesn't end there. You will be the one describe what occurred to your character based on what you rolled.It is in this way you can exhibit narrative control over your character. You get to decide what happens to them, within the boundaries provided.

For example if an attack lands and damages you, you get to determine how that attack happened and how your character responds, such as rolling away from the attack to duck behind an alley to try and escape. Based on how you roll, you may be able to add in details to the story, such as there being a convenient piece of cover nearby to protect you from ranged or magical attacks.Once that is finished, I will write the narrative for NPC characters, and combine all the descriptions into a complete story describing the last roll.

Let's delve into the basics of how this works, from the time you post the action, to when you post your story.

Each stat provides a certain number of six sided dice. The number of dice each stat has can be found by dividing the stat by 3, and rounding down.

Stat Value

Number of Dice

1-2

0

3-5

1

6-8

2

9-11

3

12-14

4

15-17

5

18-20

6

22-23

7

24-26

8

So, for example, a character might have these stat values, along with these dice values:

STR: 10 (3)AGI: 6 (2)VIT: 12 (4)MAG: 19 (6)LCK: 7 (2)

These dice values are used to help you accomplish actions. You can assign up to two of your stats to an action, and they determine how many dice you can roll. Using two stats to accomplish an action lets you add their dice values together.

When rolling, add up the total number of dice you have and roll them as six sided dice. If you get a matching pair the action succeeds, so long as there is no resistance.

If the target of your action resists in some way, such as being an enemy, or something like a very sturdy locked door, then it gets to roll dice in response.Its matching pairs and compared against yours, your highest vs their highest, their second highest against yours, and so on, with the highest pair defeating the other. The person with the highest pair wins.Pairs besides your highest that remain can be used to extend your narrative control beyond your character, and add a detail to the current scene or area to help you.

Let's say a character with the stats listed above tries to break down a sturdy locked door, using their MAG and VIT dice count, to get to some treasure on the other side.

6 (19 MAG) + 4 (12 VIT) = 10, so this character gets to roll 10 six sided dice.Let's say the door is pretty tough, and resists with 8 six sided dice.

Character: 1, 1, 2, 2, 3, 3, 3, 4, 4, 6This is a pretty poor roll. The 6 doesn't have another 6 to match with, so it gets discarded. What we end up with is:2x1, 2x2, 3x3, 2x4 (AMOUNTxVALUE)

Door: 1, 1, 2, 4, 5, 5, 6, 6This is a slightly better roll. The 2 and 4 get discarded, but the door ends up with some pretty high pairs:2x1, 2x5, 2x6

Then we compare their highest pairs (by amount and then value) to decide whose action gets to go through.

3x3 vs 2x62x4 vs 2x52x2 vs 2x12x1

The 3x3 loses in a sense to the 2x6 because it has a lower value, but wins because it has a higher amount. It's a little complicated, but how this works is that the 3x3 loses amount equal to 2x6's amount, and the 2x6 is destroyed. This means 1x3 remains.The 2x4 vs the 2x5 is another loss, but it's a bit more straightforward this time. The 2x4 loses completely, and is destroyed, leaving only the 2x5.The 2x1 has a lower value than 2x2, and is defeated! One of the character's rolls finally makes it through.The 2x1 goes through, not having any pair to be compared against.

The result is:

Character: 2x2, 2x1, 1x3Door: 2x5

The door has the highest amount/value pair, so it is able to overcome the character's action.

However, the character still has some pairs up her sleeve! She is able to spend these pairs to change the scene in her favor, giving her and her allies a better chance to succeed on their next action.

Each remaining pair is able to provide a bonus to a character's action equal to the pair's amount - 1. This bonus is added to every roll on that character's next turn, increasing the total value of all of their pairs. (increasing the chances they they will compare to their targets favorably)For example a leftover two of a kind would provide a +1 bonus to next turn's rolls, while a three of a kind would provide a +2 bonus. (A one of a kind, usually left over from comparisons, can still be used to add details to the scene if you like.)This bonus can be provided to any friendly character, but a character can only benefit from one of these bonuses at a time. If a character is given multiple of these bonuses, only the highest applies, and the rest are discarded.The character gets to describe how these bonuses apply if they so choose, adding in parts to the scene or narrative that otherwise wouldn't have been there. (Limited by GM discretion)

An example description for this outcome might be:

Quote:

Character throws a fireball at the door to weaken it, and goes in for a shoulder slam to break it down for good. The door resists Character's attacks, but splinters slightly after being slammed into. Character smirks and gives the Hatsune Miku poster (1x3) next to the door a thumbs up. "Next time should do the trick!" and gets ready to do the same thing once more. (2x2, +1) Her friend, Sassy McSidequest, should have her back once she breaks through to the other side. (2x1, +1)

When rolls are done between two characters, stats that aren't used for actions are used to resist incoming actions

Zodiacs and fate cards:

Every Zodiac has allies and enemies. When knowingly performing an action that would benefit an ally, or harm an enemy, you gain a +1 bonus to all of your rolls, increasing their value. This bonus is inverted to -1 when harming an ally, or helping an enemy. These bonuses function differently other bonuses in some ways, in that they apply before them, and will not increase a roll above 6 (actually causing both 5s and 6s to count as 6, increasing match odds)The Zodiacs also have descriptions for common traits of that Zodiac - these are simple guidelines to help you flesh out your character, and it is up to you whether you follow them.

Your fate card determines what will happen to your character over the course of this game. Because of this, it is intentionally vague and open to interpretation.If you perform an action or describe the outcome of your action or add in a detail in a way that ties into your fate, you get to roll an additional bonus die on your next turn's action. This bonus may be extended or increased based on the severity.If a large, often tragic event occurs involving your fate (within GM discretion) you may be given an amount of stat points to distribute as you wish. (typically 1-3)

Stats, coins, and damage:

Each stat has an additional benefit besides providing dice for actions:

STR: All actions made with STR have +2 value to their rolls.AGI: When your action uses AGI, look up your die count on the stat to dice table, as if it were a stat. You get that amount as a bonus, plus an additional die. So if you have 3 AGI you get 1+0+1 dice, if you have 9 AGI you get 3+1+1 dice, 18 gets 6+2+1, etc.VIT: You have maximum health equal to 6 + VITx2. You can ignore the first few points of damage you take each turn for every VIT die you receive, as if you had a shield that regenerated each round and broke after a certain amount of damage. You also regain 0.5 points of health each turn for every VIT die you receive. VIT always contributes dice to defense, even if used as part of an action.MAG: You have maximum mana equal to 6 + MAG. Mana can be used to empower your actions by increasing the number of dice you roll. You roll 1 additional die for every 3 mana you spend, but you have to use MAG as part of that action. You regain 1 point of missing mana at the start of each turn for every MAG die you receive.LCK: Luck isn't so easily commanded, even by magical girls. When an action involves rolling LCK, you instead roll 1d10s. It's harder to make pairs, but the amount of each pair you do get is always increased by 1. (two of a kind becomes three of a kind, three to four, etc.) Luck behaves like a normal stat when used defensively. (not as one of the up to two stats used as part of your action)

During character creation, coins were powerful and allowed you to alter your character drastically. However, they only have this much power during your transformation into a magical girl. They still find use, though.Coins found during the game can be used to restore mana, even increasing your current mana beyond its maximum, or sometimes providing other effects. Using a coin in this way destroys the coin. Alternatively, they can also be used as a currency with other creatures that use mana. (like creatures in the overcity)

Bronzes restore 1 mana.Silvers restore 10 mana, but can also be used to create a spell that will cast under certain chosen conditions, making it an object that can take an action. Using a silver in this way uses your twice your MAG stat for its action. It must use your magic type.Golds restore 100 mana, and can be used the same way as silvers, with a few other benefits. Multiple people can put magic into a gold coin, rather than just one, and mix their magic types to create special combinations of magic. Any magic stored and casted through a gold coin uses six times the average MAG of each user. Most importantly, gold coins can also be used to increase a stat of a character by two points.

Mana is not a direct exchange rate, as the special features of each coin compounds their value further than just 20x per tier.A gold coin could be even be valued to be worth 100 silvers, and a silver 100 times as valuable as a bronze.

Damage and margin of success:

The damage you take from an attack is equal to the attacker's highest pair multiplied out.

2x6 means 12 damage.3x5 means 15 damage.(etc)

Again, the pair that deals damage (and is used up for damage) is based on the one with the highest multiplied value. So if you have these two pairs:5x22x6You will use the 2x6 for damage, since while it has a lower amount, its multiplied value of 12 is higher than 5x2's value of 10.

If there are pairs with equal value, such as:2x63x44x36x2Then the pair with the lowest amount (2x6) will be used for damage. (this is because the pairs with higher amounts are otherwise more valuable, being able to be used to grant larger bonuses to the next roll)

Classes, abilities, powers, perks:

They will be determined when needed, as there are a lot to go through, and I've already spent a long time typing this out.

Author:

CrazyMLC [ Sun Oct 04, 2015 3:44 am ]

Post subject:

Re: Magical Girl, Monster Hunter

The rules are in place. Where do your characters begin?

That is mostly up for you to decide. While this is partially determined by your character backstory and first action, you will need some group cohesion to tie everything together.

First off, you were all turned into magical girls by the same Puchuu, to make things a bit easier.

But there are a few more details we need. I'll assign a detail to each player, and they can decide it.Here are some remaining questions:

What is the setting for our adventure? Where did this transpire, what kind of world is it? Where do the players eventually meet after their transformation? School? Someone's house? The Overcity? Where's home base? Any kind of answer will do. HKU can answer this question.

What is the purpose of the group, and how did it form? Did the players know each other before their transformation into magical girls? And whether they did or not, what kind of group will they form? A school club? Maybe they're astronauts? Space marines? Cavecricket should have something to say about it.

Obviously there's some kind of opposition, most likely monster girls, but what is their purpose? What do they want? Do they want to take over the world so they can eat all the twinkies? Do they want to have some fun? Maybe they're just upset that you killed some magical girls. Who knows what these insidious figures desire... Maybe Amazigh does? He should answer this question.

While the baddies obviously want something, as powerful as they may be, they still need a method of doing their dirty work. Is it mind control? How do they deploy it? Maybe they just have a horde of minions - but what kind of minions? Maybe they even seduce those in power to further their goals, or some other cunning scheme, but the baddies must have a way of enacting their will. Both serious and wacky could work well here. Dragonxp might have some ideas for this question.

(You made trade questions with another player if they are willing.)

Post your answers here.

Author:

Amazigh [ Sun Oct 04, 2015 4:17 am ]

Post subject:

Re: Magical Girl, Monster Hunter

CrazyMLC wrote:

Obviously there's some kind of opposition, most likely monster girls, but what is their purpose? What do they want? Do they want to take over the world so they can eat all the twinkies? Do they want to have some fun? Maybe they're just upset that you killed some magical girls. Who knows what these insidious figures desire... Maybe Amazigh does? He should answer this question.

In times of ancient past a Monster Empire ruled the lands in a reign of terror, but after an influx of Getter Rays FOREIGN SPACE MAGIC RAYS showered the earth, this SPACE MAGIC interfered with their ANCIENT MAGIC and was slowly but surely killing them all, so the remains of the original empire fled deep underground in order to survive and one day retake the surface.Centuries later the monsters, having twisted themselves into new SPACE MAGIC resistant forms with secret ANCIENT MAGICAL TECHNIQUES have returned to remind the humans of their place and restore their once glorious Monster Empire.

Author:

TorrentHKU [ Sun Oct 04, 2015 5:33 am ]

Post subject:

Re: Magical Girl, Monster Hunter

CrazyMLC wrote:

What is the setting for our adventure? Where did this transpire, what kind of world is it? Where do the players eventually meet after their transformation? School? Someone's house? The Overcity? Where's home base? Any kind of answer will do. HKU can answer this question.

So, Magic. It did not in fact die off with the ancient monster people. Instead, people learned to harness the space magic, and as technology advanced, make machines to harness it. Now, humanity has Magitech that lets them bend and shape magic to their will. With the considerable power magitech weapons have, it's been restricted to military uses for the most part, and people who are born with an affinity to magic are often scouted and recruited into the military from a young age. The average citizen's life isn't changed much, aside from recognizing magic as a dangerous force instead of being confused by its existence.

Magical girls are people (mostly girls) who are born with a rare affinity for the old style of magic, the kind the ancient empire used. The government scouting only picks up on Space Magic affinity, so MGs often never even realize that they're special, until a little mutant cat comes up to them and offers them a chance to change their life. The general public sees Magical Girls as they do in real life, as a fun fantasy. The government on the other hand DOES know that they exist, a bit hard to ignore frilly pink schoolgirls blowing up city blocks. They're certainly not happy about MGs, and would really prefer they all went away and stopped making trouble, but MGs serve a vital monster-exterminating role, allowing the Government to focus on other things, so generally as long as a Magical Girl and their friends stay secret and don't cause too much destruction, they're left alone. The Puchuus are all capable of manipulating the Old Magic affinity to a certain degree, fostering it, encouraging it, nipping it in the bud, or even transferring it. Why they can do all of this is a suspicious mystery, and they aren't talking.

The players are all in, iunno, Neo-Tokyo. Gotta be Neo. Everyone attends a prestigious academy for gifted young girls.